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  1. Its a very large savings to be able to do these things by myself. For example, the brake pads themselves only cost my friend $57 for the highest quality you can buy, but it would have cost her ~$300 if she would have taken it into a local shop for the same service because of the additional labor charge. I guess Im "self taught". My superpower is that I can watch someone do a job once, and provided I have the correct tools, then I can forevermore do the job myself. Google is a big help too because I had to look up the proper ft.lb (foot pounds) for a 2016 Chevy Malibu lug nuts (its 100 ft.lbf in case you were curious ).
    3 points
  2. cross-posted with reddit Context: Twin Stone is a pretty underused druid spell. I decided to roll a druid that actually picks it up. I used Twin Stone quite a bit this time. But I noticed I wasn't getting the AoE targeting circle for the explosion effect (you're supposed to get two lines at an angle, and a circle at the end of each line). I also noticed that I actually wasn't getting the explosion effect at all. I loaded some saves from long ago other parties and noticed I was no longer getting the end explosion. Weird! I could've sworn I've gotten the rock explosion damage and aoe targeting circle before. Maybe I'm misremembering and the spell has been bugged? After finding a couple threads with targeting issues: https://www.reddit.com/r/projecteternity/comments/1fj9dwf/twin_stones_bug_poe2/ https://www.reddit.com/r/projecteternity/comments/14ep2b7/cant_aim_this_spell/ i decided to completely quit the game and reload my save because maybe this is just a bugged spell. 4. Uh oh! Upon reloading, now I'm unable to target the spell at all. Same symptoms as those other threads. I can't move the red lines, they just point in arbitrary direction, sometimes I get *tons* of those lines. Most importantly, I can't click. The game just will not let me cast the spell at all anymore. Now I know it's not a me-misremembering issue because literally just a minute or so ago I was at least able to target it, even if half of it didn't work. Loading other saves from long ago other parties now has the same unable-to-target spell. Whatever is bugging out Twin Stones has basically infected my entire game, regardless of when the save is from. This happens even if I freshly load up my game and load a different save first, from years ago even. So it's not like I'm loading in a bad game save and then that bad state is transferring over to other saves when I load those. 5. I did Steam verify files (no files needed replacing). Still an issue. I uninstalled the game completely and reinstalled it. Same unable-to-target issue. So this post is a twofer: A) WARNING if you're not already using Twin Stones right now (and you probably aren't because it's on the niche/bad side), DON'T start using it. B) I'm trying to figure out what's going on. Can someone who's feeling pretty brave download my save file here: https://drive.google.com/file/d/1DNxoP2xusGGLqduoYA__i7OB_yirl_y1/view?usp=sharing and load it up in your own copy of Deadfire, select my PC (named Kitt), and tell me if you can target Twin Stones? (edit: please verify before you do so that you have a functional twin stones) You don't need to cast it, all I need to know is if you can actually target it in any shape or form. Basically I'm trying to figure out if Twin Stones corrupts the save which then corrupts the game, or if Twin Stones corrupts the game itself through some files that don't get uninstalled when you do an uninstall option (maybe somehow something gets written to a config file or something).
    2 points
  3. So this message appears in the output_log.txt whenever the bugged ability is activated: NullReferenceException: Object reference not set to an instance of an object at Game.UI.GUICastingCircle.Create (Vector3 origin, Quaternion forward, Single radius, Boolean extended, Single arcDeg, ColorScheme colorscheme, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.Blast (Vector3 position, Quaternion forward, Single radius, Single extendedRadius, Single angleDeg, ColorScheme colorScheme, ColorScheme extraRadiusScheme, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawBeamSegment (GameDataOrInstance`2 attack, UnityEngine.GameObject caster, Vector3 targetPosition, UnityEngine.Vector3& origin, UnityEngine.Vector3& castDirection, Single localDistance, Single projectileRadius, Boolean hitWalls, ColorScheme attackColorScheme, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawAttackMultiHitRay (GameDataOrInstance`2 attack, Game.GameData.GenericAbilityGameData abilityData, UnityEngine.GameObject caster, Vector3 targetPosition, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawAttackHitRegions (GameDataOrInstance`2 attack, Game.GameData.GenericAbilityGameData abilityData, UnityEngine.GameObject caster, Vector3 targetPosition, UnityEngine.GameObject forcedTarget, AlphaScheme alphaScheme, Game.GameData.AttackBaseGameData parentAttackData) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawCastingForAbility (Game.GenericAbility ability, Vector3 targetPosition, Game.GameData.GenericAbilityGameData abilityData, UnityEngine.GameObject caster, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawCastingForAbility (Game.GenericAbility ability, Vector3 targetPosition, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.UpdateCasting (GameDataOrInstance`2 attack, Game.GenericAbility castAbility, UnityEngine.GameObject caster) [0x00000] in <filename unknown>:0 at Game.Player.OnyxUpdate () [0x00000] in <filename unknown>:0 at Onyx.OnyxBehavior.DoUpdate () [0x00000] in <filename unknown>:0 at Onyx.OnyxBehaviorManagerBase.Update () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Onyx.OnyxBehaviorManagerBase:Update() According to Notepad++ there are 127 instances of this in the current log. This probably just means it's failing to find "something" on every frame it's trying to draw the path with the ability readied. But that's just my best guess with very limited knowledge of programming.
    2 points
  4. So initially loading your save Twin Stones looked to be working and casting fine on my end. It was only after disabling a few mods did the bug start to show up in the save. I've narrowed it down and it seems like one of the changes made to the ability in Balance Polishing Mod Buffs unborks it. Likely: "-the stones explode on the first target, a wall isn't needed."
    2 points
  5. Playing around a bit with character ideas in Guild Wars 2... the new expansion gave the players "player housing". Never mind that you can decorate it, but it's permanent daylight, so nice when taking character screenshots (rather than having to hunt locations depending on the time of the ingame day) A claymore wielding "highlander". Insert Queen's Princes of the Universe sound track A dark elf assassin, wielding two daggers and two pointy ears... A hammer wielding berserker. No skull is too thick. I'll try to take a few shots from the new expansion maps during the week. They really are gorgeous. Soundtrack is nice too
    2 points
  6. Arisen I do not think that she has a belt. I suppose, there is 1 outdoors background, which works for any time of day and any crowd density. The NPC does have a no-armour sprite, but neither is a robe. If I understand correctly, the game was written in French, then translated into English. At that point, I had seen Baeli once and was not aware that he had any family. "Your village was called Tosh'Seruc. It stood at the frontier between Pointe Benie and Tosh'Seruc". Lunacid Defeated the Abyssal Demon. Discovered that there it is possible to behead a zombie. Dishonored: Death of the Outsider Felt weird to see both NPCs I killed in my playthroughs. Mass Effect it is not. Accidentally jumped into the ring.
    2 points
  7. I loaded your save game and Twin Stones is broken. When I reload it briefly works (two lines appear an can get moved around me) and then it gets stuck in a fixed angle and I cannot release the spell. When I cast seomthing else the AoE indicator adds more lines. It doesn't get fixed like it used to with my druid savegame. AI can still cast the spell normally though! I made a test AI behaviour and let it cast Twin Stones on enemy sight. It does that without problems, while it shows more and more weird/fixed indicator lines which don't correlate with the direction the two stones are actually flying (see green lines by me in the screenshot below). Sometimes the charater gets those casting hickups (see combat log - were you have to cancel the action manually and then it works):
    1 point
  8. Actually, I made much more changes than I remember (given that the intent is what I just said, but the required changes were bigger). I add to change the attack on impact into a status that applied an attack. I also forgot changing the scroll, but that would be incldued in next version { "$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp", "DebugName": "Twin_Stones_Ranged", "ID": "b6db6735-409b-4825-947f-879b08d63e8c", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "PenetrationRating": 9, "StatusEffectsIDs": ["cc606140-73dc-40c7-88bd-e9fb6660b89f"], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000" }, { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "MultiHitMaxHits": 1 }] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Twin_Stones_SE_AttackOnEvent", "ID": "cc606140-73dc-40c7-88bd-e9fb6660b89f", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "AttackTargetOnEvent", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Instant", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "7f35e98f-5220-416f-bcf6-e74698af17fb", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 }] },
    1 point
  9. The exploding condition is on impact on obstacle, I replaced it to explode on first target hit. I think I copied the Seven Nights upgrade to get the right condition. (I also adjusted PEN, you can read the mod description). What I don't know is whether this part was broken or if the unique initial AoE shape is. If the later, using BPM version could be dangerous. I mean no more than vanilla, but since you'd be more likely to use it... Feel free to experiment with BPM!! I vaguely remember something weird when experimenting it, but it might also be with Frost Seeker + Heartseeker attack ^^. Somehow, unique AoE shape works very weird with things that adds projectiles (but I can't figure what could cause it with twin Stones).
    1 point
  10. Nope. I started the game and loaded a save: Twin Stones was buggy. I quit the game, looked for files but didn't alter anything (and didn't close Steam either). Started the game gain and the spell was fixed. Just like that. I'm currently at music school with one of my kids. Will try to download your savegame later when I'm back home.
    1 point
  11. The installation folder and its contends were not altered lately. Files that are stored outside of the Deadfire installation folder which got altered lately: .local/share/PillarsOfEternityII/ steam_autocloud.vdf (it's just a text file with an id, so nope) SavedGames/ the current save games + autosaves etc. (obviously this isn't the source) Achievements/ global.achievements - this is binary and it's global - cannot think of a reason why this should interfere with a spell and its workings, but it is global... .config/unity3d/Obsidian Entertainment/Pillars Of Eterninty II/ CurrentGame/ (well it's supposedly only for the current game run, but there's lots of stuff that got altered, too much to list it all, most of it binary. Some files' names stuck out to me though:) metadata.sav gameglobalobjects.lvl crosssceneobjects.lvl Img/ bunch of jpgs, nope... prefs (lots of configs from the game options but also a lot of options I don't recognize, AoE-UI stuff, too. I didn't see any suspicious values, like runaway numbers or so, but who knows?) Player.log (well its just a log that shouldn't influence the game itself - it's big but readable. Maybe some dev could find useable info there) NewsArchive.xml (it's just the stuff you see on the news window when you start the game. Why does it get altered every time? Noone knows...) modconfig.json (it's just the config of how you ordered and enabled/disabled your mods in the mod manager - why does it get altered every time you open the game? Nobody knows...) Lock (empty) Nothing else directly tied to the game got altered apparently. Of course lots of steam files were altered in the meantime - way too many to list them all here. Could this be an issue with Steam? I do not think so, but maybe if somebody has an installation that's not from Steam this could be properly dismissed. I could now try and delete some files in question and see if that resets the Twin Stones' AoE indicator (should the game start at all, hehe), but I'm a bit reluctant to do that while I'm still playing.
    1 point
  12. I originally decided to side with the Rauatai because the Huana queen's proposal went beyond my bottom line. But I eventually sided with the Huana because I later found that the Rauatai's proposal was more absurd. Regarding the watershapers exploiting a dragon, only the watershaper guild knew that secret as far as I know, and the rest of the Huana were totally unaware of that. Although the Huana's caste system is not good, it can be improved. For example, there is a quest letting you convince the Huana prince to distribute more food to the Roparu. Overall, I hardly think the Huana are the worst. In fact, they can be reasoned with most of the time. At the very least, they don't rob and plunder other people's ships like the pirates do, do they?
    1 point
  13. youtube is trying to kill adblock again it seem to only be getting worse every year
    1 point
  14. Man, I'm really starting to love corruption.
    1 point
  15. This issue occurs when a companion uses Arkamyr's Dazzling Lights. The conversation nodes are missing a script to start encounter on exiting the conversation. I've made a modscript to reenable the map icon when this happens, without disabling achievements. Download this zip file: PoE2_Bent_Branch_Bug_Fix.zip Unzip the "Fix Bent Branch Bough" folder and place it into the "override" folder. "override" can be found inside the "PillarsOfEternityII_Data" directory located somewhere like: Steam: "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" GoG: "C:\Program Files (x86)\GOG Games\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" If you'd rather create this script yourself: Using the Apotheosis modtool: or Using Notepad: With Console commands (Cheat's Disable Achievements): Preventing this from occurring at all. I've put together another mod that'll prevents this from happening in future playthroughs, as well as addressing the other issues specific to the encounter. Download this zip file: collectedfixes_bent_bough.zip Unzip the "CF_Bent Bough Fixes" folder and place it into the "override" folder. "override" can be found inside the "PillarsOfEternityII_Data" directory located somewhere like: Steam: "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" GoG: "C:\Program Files (x86)\GOG Games\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" This won't work on console and I can't give concise instructions at the moment on how to fix these manually yourself. That said I do plan on including these fixes in a mod on Nexus in the near future. For the time being I'll just list the issues and how I've addressed them: Added the missing script to the relevant nodes ("59" & "61") of "26_si_Sanguine_Harvest_Ritual" to start the encounter on exit when an ally uses either Holy Radiance or Arkamyr's Dazzling Lights to blind the Fampyrs. The option for the Player with the priest class or another priest to use Holy Radiance can never be selected. This is due to a mistake in the conditions for the script where it looks for the Holy Radiance item mod instead of the ability. Corrected the "ge_ability_holy_radiance" global expression to reference the correct gamedata. Selecting the option to attack the Fampyr's right after they've devoured Audr doesn't disable the map icon. Allowing for the encounter to be repeated. Added the missing script that disables the map icon to node "43".
    1 point
  16. I just got done changing the front brakes for my neighbor a few door down. Man I love it when theres no stuck or rusted bolts and everything goes smoothly. My charge for services rendered is a large garbage pizza that she has to eat with me while we garage drink.
    1 point
  17. A bit of an necro here, just to add that even with permanent per-rest buff mod, and even if I triggered the scripted events at the shrines, I still lose the +2 DEX from the Neketaka event when praying at the two shrines. It seems they're in the same category and I can only keep one. Similar to how I can't get both +2 CON and +2 RES. There's the workaround though: just get one of those bonuses before the arsonist event. By the way, how to find the code on whether or not I get the scripted event to prevent resting at those shrines? It seems to be completely random, I've tried simply reloading or wandering around a bit to change the outcome, and it's just inconsistent.
    1 point
  18. Sekiro Late-game spoilers End-game and ending spoilers Skin mods. Raiden did not feel right, but looked nice. Arisen - Subtitle I Forgot Magical invisible gloves. Got the "Charisma" card after repeatedly choosing "Attack". I guess, being aggressive is charismatic. A whole 1 option. Lunacid Sounds easy enough. Just need to comb several floors of the dungeons. The save point is on the right. The fire was slightly damaging the horse heads.
    1 point
  19. I just hurt my back opening a bottle. So embarrassing that I had to share it with the world.
    1 point
  20. Behold, The Hand of Gorth! Never mind my hand, I was shopping and needed some coconut milk. Then i saw the "organic" part and all the brainwashing from the past suddenly overwhelmed me. Organic milk, from free range cows... bacon from free range pigs... eggs from free range chickens and now this... somehow I just continued the line of text on the tin can inside my head - Milk from free range coconuts Yeah, the power of marketing
    1 point
  21. this is unfortunately one of the major bugs that got introduced and left behind with the final update of deadfire. https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/bugs-and-oddities basically if you have AI behavior enabled for a character other than "passive", if their AI script would want to make them do something, even if it's just to auto-attack, they will actually cancel potion consumption right at the moment they drink their potion and perform that action. possible workarounds: if you're on turn-based mode it won't be a problem. edit: if obsidian ever comes around and does a surprise patch for Deadfire (like they did with PoE1) i hope we as the community can come together to demand that they fix this particular bug. IMO it's the biggest gameplay bug still in the game. edit 2: poisons, grenades, scrolls, summoning items, etc all work just fine. it's just potions and drugs that are bugged with this.
    1 point
  22. arcane reflection spells can only reflect directly targeted spells. unlike the earlier minoletta's spells, missile salvo targets an area, so it won't do much to protect you unfortunately. it's unfortunately a pretty big weakness and why it's not too great for you the player (wizards tend not to be in a position where they get directly targeted by enemy casters), but to be fair it would be 1000000% more annoying when an enemy uses it if it also protected them from aoe or indirect spells.
    1 point
  23. The local grocery stores and super markets sell shrink packed rubber mats. Looks like rubber mats, feels like rubber mats, tastes like rubber mats (don't ask). Problem is, they sell those rubber mats pretending they are "naan bread" Decided to try my hand at making my own for my curry chicken... cut a few corners by buying a herb mix to add to flour, yeast and Greek yogurt. The first few were for the rubbish bin, badly burnt, but eventually I got the hang of it. Making them deliberately "small", because I'm a single house hold and the leftovers have to fit in a container in the fridge The gross looking stuff in the large pot is just the curry, having added tamarind puree and coconut milk, but not stirred it yet (watching the naan bread on the pan like a hawk, needs flipping every 30 seconds to avoid burning) The end result was decent enough thought
    1 point
  24. lucky for you guys i dug into this quite a bit: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/interrupts-vs-concentration kinda sorta TL;DR - interrupts do stack and add 2s of recovery per interrupt, but only up to max(current recovery time, 2s). it does mean that against a target with fast recovery (like a light melee weapon dual-wielder), a minor esports-like high-apm optimization a player could do is space out interrupt attacks options to make sure they don't land all at once, but instead every half second or so. if they land all at once, you "waste" them, but spaced out a bit you can probably interrupt lock even really fast targets. edit: disorient/blind is very useful for interrupt strategies because on top of their other benefits, the slower recovery time penalty guarantees more interrupt stacking on even fast targets (it even increases the baseline 2s maximum to 3s). on a particularly slow target like an ogre that's been disoriented/blinded, you can clearly see each interrupt adding to the recovery bar, and someone like a dual-wielding rogue with an interrupt ability you'll see it get added in two clear chunks.
    1 point
  25. Sekiro The boss did not die on this kick. Mixed feelings about killing running monkeys in robes. As expected. Looks safe. I do dislike this mini-boss, but a Prayer Bead is a Prayer Bead. Took some time. And this is where I am not going.
    1 point
  26. This content cannot be displayed until agreeing to our use of Social Media cookies. Learn more. Manage cookies another vtm visual novel is out now hope this one is longer than shadow of new york
    1 point
  27. Sekiro Went as expected. I am surprised that there was no option to kill him after he admitted to setting the MC's home and master on fire. It took some time, but the Chained Ogre was defeated. Ironic. The shield bearer was still alive at the end of the battle - the boss' sight and aggro range were much farther than the others'. And at this point I turned around and decided to go and meet a giant snake rather than this elderly lady.
    1 point
  28. seems usa legal system are trying to make ytube even worse it is already horrible with each minor change they really didn't need any help to make anything worse
    1 point
  29. Items: Headwear: Nope he's a godlike Hands: Gauntlets of Accuracy Rings: Kuaru's Prize Neck: Cog of Cohh (if ally gets a kill) Cape: None come to mind. There's also Food, Drugs or Potions. Cipher can apply Tactical Meld to Tek to give him Aware. Can't think of anything else besides Priests buffs for accuracy that aren't a self buff only. The main thing is making sure you debuff the enemies properly to prepare for your damage spells. Most of your spells are Reflex so DEX or INT debuffs will help most besides specific Reflex debuffs.
    1 point
  30. The synergy comes from frenzy ward +barb frenzy + Ascending as Cipher. Frenzy ward and frenzy stack, granting like 40% Action and recovery speed to your character and bonus might and Con (which is important because the enemies will focus you). These abilities allow you to gain focus quickly and when you ascend you can spam cipher high damaging or aoe spells such as mind blades, disintegrate or silent scream at RAPID speed like no tomorrow. Furthermore, at Barbarian Power level 3, you get Bloodlust which provides even more action speed bonuses. When you hit level 10-12 (PL 4) you get both silent scream and Spirit Frenzy, which means that your attacks when ascended cost no focus, are as quick as a machine gun, do AOE foe-only damage, stagger enemies, and stun and interrupt them. Also, the cipher has a lot of +will defenses that counter the furyshaper's will malus, so that's another good synergy. Finally, the frenzy ward gives bonuses to the entire party making it a very party friendly character. And you can do all of that in the back line as a ranged character. My party consists of two heralds (one custom made, the other Pallegina) giving ranged attack speed buffs, AOE healing, sustain and summons. I also like Tekehu (pure druid) for his foe-only Chill Cloud and mass healing. For the last character I switch between Xoti, Aloth, or Serefen for more buffs or CC.
    1 point
  31. Attack speed bonuses don't stack additively (so 30% and 10% are not like a single 40% bonus). But yeah, especially with Blood Thirst things get really interesting.
    1 point
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